| That's a tough request. Both systems are notable for only needing the main book, with all other purchases being supplements to enhance a specific style or genre of game play.
M&M: Instant Super Heroes - at least three variations on each of dozens of heroic archetypes. All PL 10, all easily adjusted to be custom heroes or villains.
Freedom City setting - dozens of organizations, villains, heroes, and a very kick-ass setting all ready to go. Perfect for theft or actually running campaigns in (I've used both methods with great success).
True20: The Companion is included in the Revised edition, which is why we don't bother recommending it if you've got that book (and heartily endorse it if you don't have the Revised edition).
Which two others you'll want. ... Tough call. Most of the great books are settings, which come with lots of neat flavor and crunch designed to promote that flavor. I'm pretty blah on the rest, though the Adept's handbook is great for powers-oriented campaigns.
__________________ Quotes: Spoiler: Quote: |
Originally Posted by keteryck You are not your magic weapon and armor. You are not your spell buffs. You are not how much gold you have, or how many times you've been raised from the dead. When a Big Bad Demon snaps your sword in two, you do not cry because that was your holy avenger. You leap onto its back, climb up to its head, and punch it in the eye, then get a new damn sword off of the next humanoid you headbutt to death. | Iron Heroes. It's that cool. Quote: |
Originally Posted by HeapThaumaturgist "Home" is what you defend with your life ... from ninjas. | Quote:
Originally Posted by Stalker0 Minions are a convenience, a way to allow a dm to run many guys with little effort, and a chance for players to really strut their stuff. They are not so that Bobo the clown can kill the legion of the damned. |
Pimping: Spoiler:
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Author: POSTMODERN: Skill Groups
Last edited by ValhallaGH; 27th August 2008 at 03:38 PM..
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